![]() Being a "standalone" device (still apparently requiring a smartphone to manage content) the Quest is ultimately going to be limited to the hardware that it ships with. In any case, while this device might be a big improvement over the Oculus Go (albeit at double the price), this kind of headset doesn't really impress me much. If the writer has a pile of VR headsets next to him, why not provide some more detailed comparisons to those headsets? How does the sharpness and clarity compare? Or the field of view? What about the weight distribution? Audio quality? Is there anything that justifies paying an extra $100 for the version that includes $10 worth of additional storage? And is there no other way to expand storage, like a MicroSD slot? The review felt rather light on details. This article felt more like a first-impressions piece than anything. However, these are the kinds of things that should have been covered in the review. ![]() I can handle the lower refresh rate, but I'd like to hear how visual fidelity is on the Quest versus the Go.Unlike the Go which uses an LCD panel, the Quest uses OLED panels, so it should likely offer better contrast with deeper blacks. The colors aren't very vibrant, and the blacks are more like greys. I currently own the Go, and I'm not a fan of the images it creates as compared with the Rift and the Gear VR. The cameras demand a high level of USB bandwidth and sensors that you must wire to a computer.ĭub273 said:I have some concerns about the display quality of the Quest. This is quite different from the Rift's external sensor-based tracking solution called Constellation, which tracks infrared patterns on the headset with cameras that sit on your desk. ![]() The other two cameras are on the bottom edge, facing forward and down to keep track of the floor and lower half of the space. Two cameras are mounted on the upper corners facing outwards and slightly to the rear. The Quest uses four cameras with fish-eye lenses to keep track of movements. It uses headset-based cameras to map the surrounding environment. To break the headset free of the host computer, Oculus created the Insight tracking system for the Quest. In addition to driving the graphics, the Qualcomm processor must also simultaneously calculate the headset and controllers’ positions. This is a notable feature because the Rift S will use software IPD adjustment, so the Quest has a leg up here.īest of all, the Quest boasts the impressive Fresnel lenses that Oculus developed for the Go, which help to minimize the dreaded godray image distortion that plagues the 1st-generation Rift. The Quest also includes a mechanical IPD adjustment system, which enables you to dial the lenses in to match the distance between your pupils. The Oculus Quest features dual 1440x1600 displays, which is a significant improvement over the Rift’s 1080x1200 per-eye resolution. The Oculus Quest headset runs off a less-powerful computing platform than the Rift, but that didn’t stop Oculus from improving display hardware in the new headset. The Quest also has the best features of the Go headset, including the head strap-based speaker system and the removable / washable memory foam face cushion. While the Go has a metal faceplate that acts as a heatsink to keep the parts chilled, the Quest has a plastic faceplate with no visible ventilation holes. However, it may facilitate heat dissipation for all the internal components. The Rift introduced the fabric exterior for allowing infrared light to pass through it, but the Quest does not use infrared lights or external sensors for its tracking system, so the fabric here is for aesthetic purposes. Like the Rift, the Quest features a fabric-wrapped exterior, which gives it an elegant look (at least when it’s new). In October 2017 at Oculus Connect 4, Oculus gave us a glimpse of a near-production-ready version of Project Santa Cruz, which would eventually evolve into Quest. Santa Cruz was a prototype concept of a Rift with a PC built onto the back. The company first revealed Project Santa Cruz in October 2016 at Oculus Connect 3. Oculus has been building towards a standalone, un-tethered VR solution for a long time. Room-scale requires a minimum of 2 x 2m or 6.5 x 6.5 feet of obstruction-free floor space Oculus Insight inside-out camera-based 6-DoF tracking with motion controllers Knit Mesh, Nylon Micro Yarn, Spandex Materials Integrated speakers and microphone, dual 3.5 mm audio jack (one on each side), in-ear headphone accessory availableīuilt-in Lithium Ion battery (mAh undisclosed) Mechanical IPD adjustment (range undisclosed)
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